This looks really cute...I might prototype something with it. At least wanted to say "great job!." This looks great! :D
ProdigalSon Games
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I struggled a bit to understand the concept but I think the presentation is nice. Just need a different tutorial that also shows the buttons in game and reminds me of the goal. Points for going ambitious with the cleverness. I recommend sticking to one main mechanic, in your case maybe player can be enemy, and then toggle it on/off and just polish that rather than trying multiple ideas first.
Neat idea but it does need better controls. Maybe come keyboard interaction to change between trains and available goons. it is also jarring when I am in the middle of moving a goon into a cart but then the goons shuffled and takes it away from my cursor. I like the idea and the easy to understand mechanic. With a little more polish it would be even more enjoyable. Good job
Sweet! Someone did it :D I want to do a game like this "clean up after the match" type of deal but didn't have the time so it is nice to see someone else did it. The only thing I was confused with is that I feel like the "shots" should be coming from the white thing on the left side but they come out of the wall? Anyways, interesting idea :D Also, I realize too late that I an move my dude...I thought it was a turret for the longest time - lol
I wish I had a bit more control...maybe hold space to speed up or release it to slow down. Also, I'm not sure which one I am supposed to let win or lose :D I seems I have to control the ball for both sides which indicates to me neither a win nor a lose condition. Maybe, if I'm helping blue and red also fetches after ball (which I thought was the premise but didn't really see it happening)
I understood the premise and it is a cool concept but the player feedback didn't make it very clear to me if which enemy I was commanding and whether or not it accepted my request to attack or retreat leaving me to wonder whether I was doing it right or not. Maybe have a mode where I can command all monsters at once instead of clicking one at a time for an "easy" mode to allow players t ease in.
I like the presentation and the overall idea but found it hard to understand how to properly play it even with the instructions. Maybe my brain is not smart enough to properly understand it. This was an idea we had considered, so it is nice to see someone else executed it so I can see how it can be done :D
First off, congrats on getting something and not giving up. Second, I like the idea of manipulating the enemies to get the hero to win the level. Very on point for the theme. My recommendation is to update your game page to add a "how to play" for people to understand the rules better since it took me a while to play it. Overall, nicely done
Very creative and both relaxing and frustrating as I often found myself on a good rhythm only to forget which direction I move the blocks and fall down. It takes time, of course, since it is not the norm. I tend to lean more on the player's side so for me, some UI to remind myself which direction I would be moving the blocks would help :D But very clever!
We are turning it into a full fledge game. Check it out: :D
https://prodigalson.itch.io/attack-on-hex-island
We are working on a full fledge version of this game.
Here's the info: https://prodigalson.itch.io/attack-on-hex-island